

Vanguard
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I decided to blow the dust off this game and surprise, 10 minutes in I'm opening bug reports and now I'm here asking for help. Why do I keep doing this to myself. Ok, vent over... After frustrations from the mouse intermittently not working after alt-tabbing in out, I decided to uncheck "use mouse" and now I have a lovely blue cross in the middle of my screen. Please tell me, for the love of god, that you don't fly hour long missions with a blue cross in the middle of your face? What am I doing wrong here? With "use mouse" enabled, the blue cursor would at least go away after the mouse not being touched for some time. Usually it would disappear a second just before I needed it again due to murphy's law. Anyway, the fact that it's also bound to my face and won't stay where I left it by being independent from the camera is annoying as hell, so I'd like to just use the face mouse, but this forever blue cross in my face, really? Also, I bound a joystick to left/right mouse button, works fine for everything including the pause menu, but as soon as I select options or adjust controls, I can't even use the bound button to click cancel. I have to aim my face at cancel, reach forward and left click my mouse. This game is hilarious.
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I'm not 100% sure as I've never tested it but, the VR settings are stored in C:\Program Files (x86)\Steam\config\steamvr.settings. I suspect you could just nuke that file and restart steam. Just make a backup 1st of course There's also a vrappconfig folder in there which stores the "per app" settings which you can try to nuke as well. Edit:spelling
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Only setting that come to mind which might affect that would be world scale or FoV settings in SteamVR. Change those by chance?
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I'm using G2 with HP motion controllers. Seems the position of the in-game rendered hands have shifted position relative to the controller. Unless I'm smoking something, it felt more natural before, rendering where my hand actually was and it was easy to grab the throttle/stick. Now it seems the in-game hand projects out of the end of my controller at a 45 degree angle and the hand itself is 8-10cm ahead of where my real hand is. Did it move? Can we move it back? Any way for us to adjust if not? Edit: Picture says 1000 words maybe? Most VR titles would have your hand where your hand is... in order to grab the stick between my legs, I have to effectively, erm, grab the other stick between my legs due to the positioning. Thanks!
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It certain can be a frustrating ride. Have you tried this? Feels like whack-a-mole. Fix one problem, water starts spouting from a new hole Edit: It's important when debugging an issue to change one thing at a time. It takes time, but it saves a lot in the long run because you know exactly where things got better or worse.
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Maybe a little conservative, but you have to start somewhere. If you think it's too low you can use your mighty human intuition and intelligence to start at whatever you want. I have a 2070 and run SoH's settings @ 70% SteamSS with pretty good perf.
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Not sure if this is a separate topic or worth a quick question here... I understand SteamSS's description as to why it nearly doubles the native res, to handle so called "barrel distortion" and what-not, but what I don't understand is: a) I expect the extra SteamSS res above native to remove some aliasing and give it a bit of panache, but what I can't explain is, when setting SteamSS to match native, it really looks like hell. It's not a matter of panache, it feels like, without nearly doubling the native res, I can get no where near the quality expected of the HMD b) which begs the question, with "native" WMR apps going straight through MWR Portal, where the native res isn't doubled (no SteamSS involved), things looks amazing clear and great, so, what am I missing? One could argue my question is reversed, so basically: Why does SteamSS at native res IMHO look so poor compared to "native" (non steam) apps that do not double the res. I mean, even the MWR cliff house looks exceptionally good as well as the apps you can launch within it and it's not performing SteamSS 2x res magic to my knowledge. TL/DR: I'd really like to understand why we need to double the res of an already exhausted system to achieve results that native seems to achieve without doubling. If DCS used OpenXR do you think we would have to set PD to 2.0 to get same quality we get now in steam? I'm arguing we wouldn't I guess from what I've witnessed.
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Bump
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Pahe 187: 5. Fly to keep the vertical localizer and horizontal glideslope bars centered in the HUD. If the localizer is off-center, fly in the direction of the bar to center it. If the glideslope bar is above the velocity vector, you are too high. If it is below the velocity vector, you are too low. I believe the bold portion is backwards, you should be chasing the needles, left/right and up/down.
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In case anyone is interested, tested, and as predicted it works as long as you include _ar_ , _mbt_ , or one of the other keywords (see list of troops in briefing) in the name, so you need to call it red_ar_armor for example. red_armor won't work.
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@deadlyfishes I'm trying to create some armor groups and not sure how to do it in the latest version. In the briefing it says: "Also, try creating your own ground attack units using the armor or infantry group spawn for an easier bulk spawn" but I don't see "red_armor" for example anymore. I used to just drop some template groups in the ME, but I see you've drastically altered zeus_markers.lua and now all the units come from a DB lua file for blue and red and whatever. Are there still any "group" templates that can be spawned via zeus or is this briefing text just out of date, or can I still use the old method but I need to add some hard coded magic keywords like _ar_ or _mbt_ to make it work? TIA
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DCS: F-14 Development Update - Bounce, Burble and Orbits!
Vanguard replied to Cobra847's topic in DCS: F-14A & B
I just picked this up. I realized it's still "EA" but, for $79.99 not a single tutorial mission or YT vid for firing a Phoenix by HB? SMH. No ACLS either. So... many thanks to the community for the wealth of necessary knowledge to make any use of this aircraft at all. Without their hard work, many folks would be limited to following waypoints guns and landing. -
Sorry upfront, I'm sure this is posted somewhere put my searchfoo isn't strong enough... I just want to use the right two displays of a triple monitor setup, leaving the left one available for other apps. Possible? Doing the left and center is simple enough, but I can't seem to get DCS to use the center and right.
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TBH I just downgraded my driver to 442.92 and used nVidia Inspector to force VRSS on, and maybe I did something wrong but... it was the worst shimmering I've ever seen. Perhaps look before you leap when it comes to requests. That said, while messing about, I re-tried 457.30, and like many have reported, feels so much smoother, right from cliff house and SteamVR mountains all the way to the cockpit. Placebo? Dunno, but I'll stick with it for awhile. I also went SteamVR beta and Steam for WMR non-beta and it feels more solid / hasn't crashed on me yet. If anyone else hasn't tried it and noticed anything, lemme know. Edit: And perhaps off-topic but... are the tree shadows popping in and out of existence the most immersion breaking and distracting thing in the world, or is it just me. Just turned terrain shadows off and whilst it's less realistic, feels far more enjoyable and likely provides a few frames too.
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I agree with your findings, we have all been battling the shimmers, most notably buildings and white needles in the cockpit, and I've noticed MSAA seems to do a better job than SteamSS at minimizing it, so I've also gone for a 70% SS to make room for MSAA. There are a lot of AA options available via nvidiaInspector, I just wish I had the time to test them all IRT specifically shimmering. I'll try a few this weekend and report back. @BIGNEWY Any idea if VRSS is being looked into and getting supported? https://developer.nvidia.com/blog/nvidia-vrss-a-zero-effort-way-to-improve-your-vr-image-quality/ Perhaps we should vote for a wishlist item that would be a separate benchmark .exe that would run a preset mission for 30 seconds and report back CPU/GPU average/max FPS etc... Then we can all compare apples to apples, even in our own tests.
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Sorry if it's been asked, I skimmed over 16 pages of stuff and didn't see it explicitly asked. @speed-of-heatAs you know, SSAA and MSAA are two different AA techs, and whilst they can be combined, my understanding is, generally speaking, they don't really play well together and you should generally stick to one or the other, with SSAA being nicer but more taxing. My understanding is that SteamSS is effectively a SSAA type technology, so my question is, what is your opinion and decision regarding the use of SteamSS + MSAA vs boosting SteamSS higher and leaving MSAA off.
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There is a slight improvement with the latest patch contrast wise, but they didn't mention it in the notes, so hopefully this isn't the final outcome, as it still needs a ways to go IMO.
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Woah, can we slow the hype train a bit? I just tested, I see no real difference in contrast, either placebo, or once again I'm the only one smoking something, or I need a little of what everyone else is smoking. No idea how to properly take a photo through the lenses, but with my handphone, looks like this in G2. And VR or 2D, it looks like my 6 year olds school project with a collection of cotton balls on construction paper. I have a mix of clouds where half are separated by too much space and look like floating cotton balls near each other, or its a featureless white cartoon mass with no depth and looks like hell. Proper screenshot in pancake: Are you seeing something I'm not, or am I just the only one who thinks they look horrible. Sure I can spin around and find some nice angles for a screenie, but in general, yuck. Cotton balls for days: I just loaded a mission and pauses and took 4 different angles. All crap. Am I complaining? No, I seriously seriously want to know why either my rendition looks like &*$#, or why everyone else this looks good. Mission attached. Blank mission a hornet and cloud preset Scattered 1. CloudTest.miz
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I don't think it's either, otherwise it would eventually "catch up". You can slowly move your head up and down, the clouds move offset to everything else and never align, so I don't believe its a render rate issue IMHO.
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You're missing the fact that 99% of those bugs are in stable, including the 1000+ (not exaggerating) bugs that were in the last 12 patch notes. Those "fixes" haven't made it to stable, which is a bit of an oxy-moron, no? I'm happy to flesh out bugs in new features in OB that are being introduced, but the majority of these bugs have been there forever. So, stable ain't too stable is it? What he said...
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Never ceases to amaze me how people are excited that there were 121 bugs in the game, and there continue to be about the same every month. Last time I remember this behavior, I worked for a large software company, and there were 2 grounds of peeps. Those doing about 9-5 and getting their job done, and a large group working heavy overtime and weekends to get the job done. The group working heavy overtime and weekends were making almost twice as much money as the rest. Someone up top finally woke up and said, why the hell are we paying the idiots who are taking twice as long as the rest to get their job done twice as much money? I spent every Monday watching my boss praise these idiots for working over the weekend and essentially patting them on the back for being terrible at their job and costing the company a fortune. Fortunately I got asked to baby sit them over the weekends and got paid handsomely as well thanks to them. Needless to say they eventually all got fired and then the company went under. 130,000 employees, gone... Every time I see bug squashing cheerleaders I can't help but look back...
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Am I the only one having the entire ground move up and down?
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I just paused really close to the ground and moved my head up and down and came to realize, it's not the clouds, the entire ground in moving up and down for me. Just active pause about 1000ft off the ground, look 90 degrees to the right and look up and down 30 degrees. The entire ground moves up and down for me, just as the clouds do, so perhaps this isn't just a "cloud" thing. Tried recording it, but it's not obvious is the recording. Anyone feel like checking?
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The whole thing is utter garbage, and HP has lost serious points with me. If I wasn't so lazy I would have returned it. I was thinking of creating a channel themed "Through the lenses", abd just record, through the lenses, what it's like to own one of these and click any title and watch the misery ensure, just to highlight how much agony there is and how it, at least for me, drastically offsets the enjoyment of the device. Black screens, one eye failed, steam VR fail, sparkles, bad cables. This isn't a DCS issue. Some titles are far worst than others, begging the question of where to throw the blame when. Owning one of these things reminds me of owning a boat. Every time I turn the key, what's it going to be today? Bad tachometer, spark plug, water in the gas line, whatever... just doesn't end. I could care less whether the issue is SteamVR related or HW related, they're selling me a solution, and I expect them to work with their eco-system partners to make that solution useful and a success. So far, that's anything from the case. It's usually just a matter of killing everything down to WMR portal and firing it back up, back Jesus, hit the window key by mistake, steam dashboard pops up, game goes to hell... Alyx fails to load sometimes at the end of levers, beat saber will stutter to hell and then suddenly work fine for 2 days. Games just stop working, change from beta to non-beta, do a cartwheel, handstand on one hand, oh, it's working again. I've never had any issue with "native" apps, or WMR portal itself, so I'm personally 90% convinced SteamVR for WMR is an abortion of software and the real issue here. Even when things go to hell, controller tracking goes to sh!t or whatever, when hitting the windows button, the windows menu is perfect, the controller tracking is suddenly perfect, hence I'm fairly certain it's steam. Big call out to have DCS leverage OpenXR directly rather than steam!!!
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It's crazy right, I'm getting better performance with it, and it's killing you... that's why I added switching from one to the other in my checklist because... there's no rhyme or reason. Glad you're back up and running.